#DawnLib [V80]
1 messages Β· Page 8 of 1
If your using thunderstore you go to settings then import local mod
^
If gale, then itβs at the top
Disable the version you downloaded officially and just manually import this one like jori said
same
u fixed half of the problem
i can land on a planet
but my friends can't join to me
Hmm yeah if possible send me the log files from both of you
oh yeah, 0.4.5 unables clients to join the lobby
yeah kiszony thats what we're trying to fix rn
-# I just wanted to confirm 
hey so dawnlib is not letting me im not finishing this sentence but sending it either way
and just in case, with version 0.4.3 it's work correct
(i will have blackout in 5 min, can't help anymore)
alright i think i see the problem
oh uh good luck i think? sorry for the trouble
i think this version will work but i still cant test currently lol
I'd test it but I don't have anyone available to try it out with right now
she is in lunxara lobby rn
@tawny hull go mu
mu too lazy π
Does any of this fix DawnLib messing /w Lunar Config's min max moon scrap spawns?
try it on the lunxara server
i never messed with anything to do with min max moon scrap spawns
Scratches head
and all this rn is just for dawnlib moons allows generating a config to edit it, so still not really touching it
Weird
then test it
that'd require asking me to give host the mod which I can't do that
Unless someone wants to help me test
@hollow viper go fumo
am i someone
just dm ig
works
wow cheese, fumo is a minor that mu would take advantage of π
same old, same old
not again raaaah
why is everyone baby in this serverrrrrrr
everyone baby and more succesful in life than me π
what makes you think hes successful lmao
fumo wasn't able to boot pack if anyone else is up to help
idt i have cheese as a steam friend
well now you will
bro is stalk-able
i wonder why hehe
go test cheese
unique name, also he has it on his discord bio
uhm
Uh
give me a sec
If you wanna you can not forcing you
i was about to take a shower xD
shower can wait cheese its ok
what do you need me for
test joining a lobby
Testing dawnlib update
yeah
this zip cheese
019a836f-fd86-091b-ff15-f92a3d37ec60 this code but disable/uninstall dawnlib and replace with the zip xu replied to
no updating anything just in case
ok but im doing this just because im getting paid
okii
you're getting paid for this?
yeah
and i'm not?
xu gonna pay me
you gotta ask her
luni profile, it kinda chonky
bflap takes forever on it mild warning
our friendship is worth its weight in gold, just sell that
it has to be atleast a good 2grams
same
downloading wesleys moons
damn im so rich
i'll see you next year
surely you can load in cheese
thanks cheese
you're like the greatest tester anyone could ask for
couldnt have done it without you
the core of the testing team
can i get my payment now thanks
she's so selfish wow
i was meant to pay him?
Oh. Well thatβs nice too
idk
maybe a confusion
since xu-mu
really similar
mu miaolan
mu miau
xu xulan
for a second i thought you were making a ship name
i was so confused
dont worry about it
xu-mu-14
ok xu
How about both pay Cheese? No confusion any more
thats sounds like an amazing idea
I was under the impression xu was paying both of us
ooooooooooooooooooooohhhhh yeaaaah
well another way to resolve this is all 3 of you pay me for clearing up the confusion Β―_(γ)_/Β―
no atomic this is not a commission
Honestly, how about i get payed for all this free labour
Labor? You just drink silly juice
idk who you'd go to for payment for being a mod of this server
You
Pay me
Now
$5000
Daily
Very jolly
hello guys, i don't understand how can i change the enemies skin with this mod, can someone help me ?
@oak linden can you help me by any chance ?
or @hollow viper maybe ?
@oak linden i think there might be a problem relating to dawnlib with mapobjects, not sure but giantkiwi ai is broken cuz its nest doesn't spawn, and the baboon hawk nest spawns next to ship
ill take a look but that's odd
cant check rn a bit busy but should be free soon
any errors or logs?
[21:35:35.1686842] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnemyAI.SetClientCalculatingAI (System.Boolean enable) (at <83220f1fc337491eba19b3618ec61339>:IL_0007)
EnemyAI.Update () (at <83220f1fc337491eba19b3618ec61339>:IL_01B3)
(wrapper dynamic-method) GiantKiwiAI.DMDGiantKiwiAI::Update(GiantKiwiAI)
this shi getting spammed
uh i'd need the whole log, something would've errored before this
log so big it's too 200MB
because of spam
[19:52:59.0800871] [Info :Starlancer AI Fix] Finding outside AI nodes.
[19:52:59.0800871] [Info :Starlancer AI Fix] Finding inside AI nodes.
[19:52:59.0800871] [Info :Starlancer AI Fix] The Enemy Whitelist contains: Blob, Butler, Centipede, Crawler, Flowerman, HoarderBug, Nutcracker, SandSpider.
[19:52:59.0800871] [Info :Starlancer AI Fix] Adding IVisibleThreat component to HoarderBug(Clone).
[19:52:59.0800871] [Info : Unity Log] gobjectsin scnee!! : 34
[19:52:59.0815910] [Info :Starlancer AI Fix] The Enemy Whitelist contains: Blob, Butler, Centipede, Crawler, Flowerman, HoarderBug, Nutcracker, SandSpider.
[19:52:59.0815910] [Info :Starlancer AI Fix] Adding IVisibleThreat component to HoarderBug(Clone).
[19:52:59.0815910] [Info : Unity Log] gobjectsin scnee!! : 34
[19:52:59.1188672] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh
[19:52:59.1198683] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Dawn.Internal.MiscFixesPatch.FixKiwiBlankReferences (On.GiantKiwiAI+orig_Start orig, GiantKiwiAI self) (at ./src/Internal/Patches/MiscFixesPatch.cs:57)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookGiantKiwiAI::Start?-1570475592(GiantKiwiAI)
[19:52:59.1384372] [Debug :Buttery Fixes] Cleared "profitable" stat for all employees
[19:52:59.1586741] [Info :JacobG5.ReverbTriggerFix] Caching reverb presets.
[19:52:59.3924939] [Info :ChuxiaFixes] [FixPlayerName] OnPersonaStateChange:76561198151553161|Doppelganger
[19:52:59.4020738] [Info : Unity Log] startofround: 23; 0
[19:52:59.9116600] [Info :ChuxiaFixes] [FixPlayerName] OnPersonaStateChange:76561199676128734|link l'Γ©liatrope
this is what happens
right before it starts
i went from capping at 180+ fps to 120 cap in orbit
i mean if its still erroring then yeah im not surprised
just pushed an update for that sapsucker issue
@white finch turns out sapsucker doesnt actually need the baboonhawk reference, its null lol
i took a look
i guess not, i didnt bother null checking it which was the problem lol
I mean yeah if it errors out while spawning bird, it won't spawn a bunch of other stuff
paco i cant check rn are u able to see if the EnemyAINestSpawnObject needs EnemyType to not be null
They do have em assigned
im a bit busy so cant help rn
so what could cause it
its aight
this fixed in v0.4.7?
huh i've never seen that before
lemme check
it wont be but ill see what the problem is
send modpack code
0.4.3 is fine (The one i used last week), 0.4.6 produced the error
019a84b3-105c-2691-d29d-76458e5fe3d4
this one also might be from 0.4.3 ? xD (just thinking so because of FillImageWithSteamProfile sounds like what your doing on the loading screen.
[23:31:53.9505536] [Error : Unity Log] InvalidOperationException: Nullable object must have a value.
Stack trace:
System.Nullable`1[T].get_Value () (at <1071a2cb0cb3433aae80a793c277a048>:IL_0008)
HUDManager.GetTextureFromImage (System.Nullable`1[T] image) (at <83220f1fc337491eba19b3618ec61339>:IL_0000)
HUDManager.FillImageWithSteamProfile (UnityEngine.UI.RawImage image, Steamworks.SteamId steamId, System.Boolean large) (at <83220f1fc337491eba19b3618ec61339>:IL_0086)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0002)
UnityEngine.UnitySynchronizationContext.Exec () (at <c39a522eee05469b8171a6cfeb646c59>:IL_005D)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0014)
yeah i think this is ignorable but i dont actually know why this fails sometimes (despite not actually failing? lol)
ah yeah i can probably ignore it, seems that i pressed shift+H by mistake (which opened the error log), i just thought i bugged out because i saw the error log pop up saying that. was trying to drop something while running x.x
thats the same one virus sent but nothing should've changed with interiors so im checking what i might've accidently removed
oh I see
didn't noticed virus's log
Pain
ah that
turn off flora, i forgot about that
in coderebirth
alright fine ill update coderebirth π
Ah? Did something break by accident?
i changed something in dawnlib that doesnt exist anymore but coderebirth thinks it still does for flora
@quick anvil test smthn for me
yea, just turning off flora should keep it working fine for now
Oki, thanks!
I gotta go to bed soon π₯²
sorry that i play the game with mods, maybe i should go back to vanilla π (im joking dw, but yeah, cant narrow it down mid session xD)
Xu meant you need more π
400 minimum
it's alright, it'd be hard to narrow this to a specific interior anyway
[Info : Imperium] Oracle is simulating...
[Info : Imperium] Outdoor spwawning paused: False
[Info : Imperium] Outdoor spwawning paused: False
[Info : Imperium] Outdoor spwawning paused: False
[Info : Imperium] REFRESH : 27
[Info : Imperium] - SPENT IN VISUALIZATION: 0
[Info : Imperium] TOTAL REFRESH : 29
[Message: Imperium] βββββββββββββββββββββββββββββββββ
[Message: Imperium] β < Spawn Tracker > β
[Message: Imperium] βββββββββββββββββββββββββββββββββ‘
[Message: Imperium] β GiantKiwi at (139/-3/58) β
[Message: Imperium] β Manticoil at (124/12/-238) β
[Message: Imperium] β Manticoil at (-82/2/-27) β
[Message: Imperium] β Manticoil at (-157/-5/-70) β
[Message: Imperium] β Manticoil at (-190/-6/72) β
[Message: Imperium] β Manticoil at (230/-3/10) β
[Message: Imperium] β Manticoil at (-141/1/-198) β
[Message: Imperium] β Manticoil at (-72/-2/7) β
[Message: Imperium] β Manticoil at (168/-2/-123) β
[Message: Imperium] β Tulip Snake at (-37/-3/201) β
[Message: Imperium] β Tulip Snake at (192/-3/0) β
[Message: Imperium] β Tulip Snake at (-134/11/150) β
[Message: Imperium] β Tulip Snake at (-204/-6/-119) β
[Message: Imperium] β Manticoil at (78/1/-149) β
[Message: Imperium] β Manticoil at (125/13/-237) β
[Message: Imperium] β Manticoil at (-239/-4/98) β
[Message: Imperium] βββββββββββββββββββββββββββββββββ
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Dawn.Internal.MiscFixesPatch.FixKiwiBlankReferences (On.GiantKiwiAI+orig_Start orig, GiantKiwiAI self) (at ./src/Internal/Patches/MiscFixesPatch.cs:57)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookGiantKiwiAI::Start?491827884(GiantKiwiAI)
bro does not want to work
it can collider with me
but can't take damage nor move or anything
it's just sitting at a random point of the map
what version of the mod are you using
0.4.8 should have that fixed
0.4.7 should have had the sapsucker fix but for some reason just didnt build right
and then bro tells me i have to wait because of the thunderstore approval wait time of 80 years
like bro i just dropped to 45fps in an interior
lol
Btw I did confirm the issue Kiszony reported on Stream earlier where the Surfaced configs don't save and just keep resetting to default values rn on game reboots π€ I never saw any errors or anything pop off in the console though so I would suspect it's more an oversight at least
I wanted to make sure it wasn't specific to his pack somehow
β οΈ
if it doesnt happen on coderebirth and literally any other mod that uses dawnlib, then its smthn erroring or broken and not an oversight
or blame mu, she setup the unity part
I've been so confused why surfaced keeps getting reset.
@oak linden Unsure if your the dev for it, but it said to report bugs to github and I cannot find the github for surfaced.
There were also other issues like sound not playing and bell crab not working
Facts
It does only happen with Surfaced
bump
i don't think i fucked anything up? it's been a while
bump
heyy so just to be sure, the test we did with mu was fine but you uploaded the wrong files to the update?
or was our test a false positive :0
I need logs if you're still having issues
im just asking because it worked for us but then people were saying it was still broken
Afaik people aren't updating/kiszony's odd issue with his pc's country
oh wtf I scrolled thru the whole thread and didn't see that, mb
20 billion messages moment π
how dare you have an active thread
It is dastardly
i think i've got this fixed, i just need to test it with someone it'd break on lol
@quick anvil test dat
what exactly should I test?
with what mods should I include the pack

only thing I ever tested was mrov bigger ship
delete coderebirth's config
and show me what autonomous crane generates on lobby reload
ok
can I test it on fresh modpack with code rebirth installed so CR config generates itself
ye
oh this thing, uhh
you might just have to test on your main profile
i know matty has this sometimes too
and i havent been able to test his mod that i'd need to depend on to fix it
yeah but when I entered the lobby regardless, I've been jumpscared with the fog of death
same thing on my main profile
same error?
yea
do you have a profile with like an outdated dawnlib or smthn?
no, I got rid of normal dawnlib before putting in your test build
and you imported the local mod like how you would normally import a local mod?
yeah
-# I guess
can you check if you have multiple folders with DawnLib in the name in that profile?
I don't
Hello hi what ahapenf
Tldr
tl
uh? like what it means or what the TL;DR of this convo is?
"Too Long; Didn't Read"
normally indicates a very short summary for the people that cannot be bothered to read a conversation or a full article π
yup
I might be importing it wrong idk 
nah that shouldnt be it, just lemme see logs with that last zip i sent
you're using R2/TS?
and actually this one has even more logging lol
they tend to not give names to locally imported mods
Thank you!!
Then yeah i need me some tldr
Little kiszony ponging me idk why
to replace me
not too sure why either tbh
he wanted you to test the thing instead of him but since your keyboard/coutnry doesnt have the problem that im facing it's hard for you to test a fix lol
wait wut wheres ma loggin
what's the issue he's having Xu btw? the one about the locale of his pc
Okiii
yeah, AnimationCurve string was getting converted to 0,32, 0,12 instead of 0.32, 0.12
Then get to work boykisser
you're probably either launching the wrong profile or not removing the mod before re-importing it
oh shit you might be right
I didn't uninstalled it from the gale
just the file from the plugins
oh. i've been there
lol
you need to lock the locale while parsing strings
but actually idk it reacts like dawnlib doesn't exists
im hoping the invariant culture thing does it
lmao, just delete the profile you're on and make a new since you said it was a fresh profile idk how you ruined that profile so bad π
you need it when reading too
i feel like there's a lot wrong there lmao
should I do something additionally rather than just putting the unzipped folder into the plugins?
thing we're looking at atm is one of the top lines:
[Fatal :DawnLib.Preloader] Could not find Interfaces dll!
you should be using the import local mod option in the mod managers
putting it in manually wont work
oh 
if that prints then a lot will break afterwards XD
yeah okay this explains a lot lmao
yeah XD
ow that's how it works god damn it
call me stupid (cuz I deserve it) but I didn't knew that 
smh
I just did that
mod zips are not meant to be unpacked manually. modmanagers do a lot of work to put the files where they need to be
oh the actual option i did before was the buttojn that says "import local mod"
nice, now how does the config for crane look like
completely fine it seems
its enough in this form or you wanna text file?
that works for me :p
thanks, ill upload that soon
was there anything else people wanted me to do?
lol

anyway glad I could help
and sorry for my stupidity in importing ts at the beginning
its alright lol
(Its not)
Please modify the code so that the contents of dawnlib can be recognized even if they are in subfolders.
[Info :DawnLib.Preloader] DawnLibPreloaderPrepatcher Started
[Fatal :DawnLib.Preloader] Could not find plugins path! DawnLib not found at path: F:\SteamLibrary\steamapps\common\Lethal Company\BepInEx\plugins
it might be a capitalisation issue, change that dawnlib folder to DawnLib
cuz this is how mod managers put it into the plugins folder but i do notice the discrepancy between our file names
died
No matter what the folder name is, please let the code apply.
please try naming it DawnLib specifically, capitalisation might matter
this is how it is in the modmanager when downloading/importing the mod, so just follow that
I come with more requests!
Can nested values like ShopInfo.Cost and ScrapInfo.Weights (and other fields across data types) be made settable :3
It's really inconvenient with Lunar's timing to try and access them through the constructor
I'll take a look, I thought I made most things settable but I'll check it out
No I see the issue, my nuget is kaput
It hasn't updated dawn since 0.3.4 and now it's on fire
Why must this happen to me (yes this is still @wind mist, don't ask questions)
just dotnet restore lol
Where does one dotnet restore
in terminal
I tried
do you have thunderstore nuget?
I don't think I do?
Also got this when tried that
Package BepInEx.Analyzers, version 1.0.8 was not found. It might have been deleted since NuGet restore. Otherwise, NuGet restore might have only partially completed, which might have been due to maximum path length restrictions.
I don't have that as an option
Should I add both of those?
yes
Yay I think it worked, I also had to delete local
Now I'm finally not like 15 Dawnlib versions in the past
Well thanks for the help!
Lol
Is a way for me to undo a provider table planned? (i.e. to get something's default weights)
Someone said it wasn't possible now
Dawnlib or its dependencies still breaks landing on moons
Stuck at 'random seed: etc' screen
Send logs
Unsure honestly I'll have to ask but probably not?
Afaik no one is reporting this being broken rn but it's probably you needing to reset your coderebirth config
I don't use coderebith, only improvedlethalthings which has dependency on dawnlib.
Then send logs
strange I just tested and this didnt happen
lECore lmao
Also reason you can't do anything is cuz you need DiffozTweaks or SoftMaskKiller
So another mod not DawnLib causing that
I'll try thx
no probably not
you'll probably have to end up just making a provider table that you completely control
xenophobic dawnlib real
Smh π
Found out the culprit, diversity fucks it up for some reason.
does diversitynofloppy fix it?
ik it used to have an issue preventing lands sometimes that diversitynofloppy fixed so i'd try that
How would I be able to mimic what I can do in LLL in setting whether or not a moon can be routed to or is hidden in the terminal in DawnLib?
TerminalPredicate
ye it is that
ill try to find examples on using it sec
example of makin em
this is how i do LLL compat to make sure that stuff that is locked/hidden in LLL is reflected in dawnlib
it's also how i set artifice and embrion to be hidden but not locked
Would .SetFailure(true) mean a locked moon?
yep
Cool
you can make a result that is locked but not hidden etc
heyy
@oak linden
how is it going?? i hope everyting is going well
do u have a scrap template?
I seem to be having an issue with DawnLib that only seems to affect me...if I include dawnlib at all into a modpack, I get the normal black screen whenever trying to load a save. This log is from a fresh profile in r2 that only has DawnLib and its dependencies, running v73
[10 52 48.7516571] [Error : DawnLib] Item: ClipboardManual doesn't have a DawnItemInfo, this means this item cannot be committed to the savefile, contact the developer of this item to fix this ASAP!
[10 52 48.7516571] [Error : DawnLib] Item: StickyNoteItem doesn't have a DawnItemInfo, this means this item cannot be committed to the savefile, contact the developer of this item to fix this ASAP!
Not sure how this is happening to you but try to delete dawnlib's save files, I'll have to check later exactly where they are but I think they're in the lethal company's steam path, and if not then they're in the zeekerssrblx path in appdata somewhere
DawnLib wiki has documentation and the GitHub has a unity package with the file structure already setup
I found those files, deleted them, and loaded it back up. Looks like it worked, I was able to load the full modpack with dawnlib enabled and host a save. Thanks!
Yippeeee!!!
It was simpler than we thought hehe
So I've got a mod that I made built on DawnLib's no-code Unity plugin, and I've got it mostly working with the only outstanding bug being that the item is under the ship floor for clients on lobby rejoin.
I saw that a few weeks back there was a fix to address specifically this, and wasn't sure if anyone else was still experiencing the bug. As the client, I do see a log that feels relevant.
[Info : Unity Log] global startposition falltoground for object DoomHammerPrefab(Clone): (6.38, 0.24, -13.96)
[Info : Unity Log] Item Doom Hammer landed on : Cube (3) / Cube (3)
Also of note is that MattyFixes does fix this, I just don't want to add it as another dependency if I don't have to π
Hmm this should have been fixed
I'll take a look with Matty when I get the chance
But yeah don't worry about it too much I'm sure I'll get the chance to fix it in the coming few days
Awesome, thanks!
I imagine the .CanPurchase would let me know if it's locked or not, is there anything to find out if it's hidden or not?
For default values
Is it possoble that dawnib or some dependency of it could disfigure the moon catalogue when using showmoonpricelll, like this?
When dawnlib things is off it is just fine.
@spiral axle Finally, TerminalUnformatter π₯
CanPurchaseIncludes hidden result too
Lol that's funny, I'll take a look, I wonder why it does that lol
Yeah, me too
Terminal formater is kinda broken too from what i tested
Thanks for notice :)
Just incase, send a modpack code
It might be a mod incompat so it'll help if I can't figure it out myself
It is happening even in isolated pack of dawnlib, lethallevelloaderupdated etc., and the show moon pricelll and such.
ic okie
Try this 019a72c1-c255-f239-92b2-ca3a7c8c3065
Kenji confirmed it quirky probably cuz dawnlib.
yeah DawnLib also edits the terminal so im not srprised if a mod that expects it to be LLL doesn't look right
Yeah qwp
@vestal egret are you still around? might need your help to do compat with your mod ShowMoonPriceLLL in DawnLib
I tried some of the config dawnlib has, but doesn't help either
yeah the terminal stuff isn't a config since its meant to replicate vanilla but easier to edit
Oh, alright
Currently tested it, it does not.
weird
other things broken in current diversity release afaik are the posters (breaks mp entirely) and apparently the landing cutscene screws stuff up but don't quote me on that
try disabling those
I am indeed still around π
Is ShowMoonPriceLLL still used? I thought everyone switched over to Terminal Stuff. I don't mind checking it out tho. What's the issue?
@vestal egret this apparently
DawnLib has its own terminal screen so im guessing thats where things are going wrong
I see, I'll check it out π
thanks!
What does Dawnlib do to the terminal?
What's IL.Terminal.TextPostProcess ? is that a postfix or prefix?
thats an iltranspiler, but that's not whats editing the portion thats problematic
I see, I was lookin in the wrong file π
is On.Terminal.TextPostProcess a prefix or postfix? I'm not familiar with it
basically Orig(self); determines whether code is a postfix or prefix
in this specific scenario its a prefix
because im calling orig after i do my code
but sometimes i can do combinations of em if i just call it and return later etc
Oh, I understand how it works now. Do you know how that work with harmony priorities?
monomod prefixes run first
then harmony prefixes
then the method
then harmony postfix
then monomod postfix
I understand the issue. @oak linden
Lethal Company (and LLL) uses \n for new lines in the terminal.
But you use Builder.appendLine which uses C#'s Environment.NewLine which is \r\n
I can easily do a fix on my side, but actually you might wanna fix it on yours since it will most likely also fix the issues with Terminal Formatter and Terminal Stuff.
ic, ill look into it soon then, thank you, i wouldnt have known lol
Is it possible to add an option to disable DawnLib overwriting the terminal or something like that in the next update? It's so annoying and this leads to a lot of incompatibilities with other mods...
afaik it was just that mod that had an incompat lol, i havent seen terminal stuff or terminal formatter actually have any problems with it
No Problem, I thought I made ShowMoonPrice to be robust so this break was really puzzling to me. Will also add a trim on my side which will fix it
thanksies
tbh most of the mods that I'm working with, have weird conflicts with dawnlib
not only on one modpack, but also on others
idk how it works
if you find any please report them
okay
Just updated ShowMoonPrice to fix this incompatibility issue
I'll try the posters then, rest is disabled
Beloves you, finally can enjoy unfucked up moon catalogue
Nope, does not help
Still lil broken as the sorting feature is unexistant for probably the dawnlib but yay finally in line atleast!
my code doesnt touch the sorting, it's just a post-process that changes the visuals. The sorting is either from LLL or Dawnlib idk
Does the sorting work if you remove ShowMoonPrice? I'd be very surprised
DawnLib doesn't have sorting yet but LLL should be overriding it
Apparently LLL is not.
So its the dawnlib and lll conflict problem then
Uhh when I sorted before with em it was fine afaik
ye i think so
Thanks
i wrote it down a little differently in coderebirth so ill ask bongo just incase too cuz this part also confuses me a lil
cuz a moon can be both hidden and locked
Yeah I wasn't sure what would happen if that did
If one would just take precedence
While you're here
Might you have any idea which one of these will run first? :3
i think the moos one
moons*
most registries rely on the moon registry freezing first
π
I come once again for the third time in an hour, how can I make a moon fail (lock the moon) if I don't have a terminal node to give it 
Or is there a default one I can use somewhere or smth
Yeah like with that code I showed you, all of Wesley's moons are seen as hidden by my mod, but not locked
no, the result of .CanPurchase can change. you won't be able to make a config like this
you will probably get the items callback first, because the moons callback triggers the items. however you should still be fine as the moon registry won't have anything new added to it
I just want to get their values at the start of the game
Then how would I do that?
Mentioning this as a conversational nitpick rather than much of a noteworthy thing but out of curiosity do ya'll feel like IsPurchasable reads better than CanPurchase? Personally when I read CanPurchase it feels like it inherently includes the current context eg. "can i purchase this now (with my current credits)" where as IsPurchasable reads more like just the isolated property of the thing for sale
I agree (though I haven't really read the context)
uh honestly i think both arent really the greatest because the underlying type, DawnPurchaseInfo can really have anything as part of its predicate of messing with the terminal, it's just the base DawnLib predicates only include making the moon hidden and/or locked, but also it does include the cost factor since if the DawnPurchaseInfo exists that means there's a probably dynamic cost being applied on the moon, which can really mean anything as well, but CanPurchase does technically take into account the current credits you have
idk if that made sense since i was a bit all over the place with that
π€ i think i see
you can't. .CanPurchase changes mid game
I'm trying to fix an error with my item mod not loading in game. For some reason it told me
[Error :Ray Nya.Ray Bullshit GO! Unity Ver] The bundle: EnableTheShitNya is not defined at plugins/Ray Nya.Ray Bullshit GO! Unity Ver_Yes\plugins\Assets\packchunk99nyam.duskmod.
[Error :Ray Nya.Ray Bullshit GO! Unity Ver] The bundle is instead defined at plugins/Ray Nya.Ray Bullshit GO! Unity Ver_Yes\plugins\packchunk99nyam.duskmod. It should be in an Assets/ subfolder.
[Info :DawnLib.DuskMod] com.github.teamxiaolan.dawnlib.dusk v0.4.9 has loaded!```
Upon moving it into the assets folder though, it just appended another assets subfolder and still didn't load.
```[Info : DawnLib] AuthorName: Ray Nya, ModName: Ray Bullshit GO! Unity Ver, Version: Yes
[Error :Ray Nya.Ray Bullshit GO! Unity Ver] The bundle: EnableTheShitNya is not defined at plugins/Ray Nya.Ray Bullshit GO! Unity Ver_Yes\plugins\Assets\Assets\packchunk99nyam.duskmod.
[Error :Ray Nya.Ray Bullshit GO! Unity Ver] The bundle is instead defined at plugins/Ray Nya.Ray Bullshit GO! Unity Ver_Yes\plugins\Assets\packchunk99nyam.duskmod. It should be in an Assets/ subfolder.
[Info :DawnLib.DuskMod] com.github.teamxiaolan.dawnlib.dusk v0.4.9 has loaded!```
im having a hard time reading all that im ngl π
okay uhh
so the main assetbundle, the one with .duskmod, should be in plugins
and then the one that has the item itself in it or whatever, shouldn't have a .duskmod and should be in the plugins/Assets folder
does that make sense @strong lantern
noice
Hi, I've noticed with the most recent version of DawnLib the Sort options on the moons page no longer work/show up?
ill take a look, i didn't touch LLL so that shouldn't have changed anything but maybe
I just opened an issue because of some kind of incompatibility with LLL and TerminalFormatter. https://github.com/TeamXiaolan/DawnLib/issues/30
Would be nice if you can take a look at it !
Feel free to ping if you can't reproduce :)
i havent taken a deep look but i did ask a question if thats alright in there
Oh yeah, sorry, i missed it.
I can confirm that it works fine when there is no LLL but only DawnLib and TF
What do I do if I want to add an enemy as a daytime enemy on a moon, but that enemy does not have a .Daytime component, for instance, forest giants don't have that, meaning I can't change their Daytime weight tables because they don't have any 
Am I able to make my own Daytime component?
should be able to edit this in the DawnEnemyInfo
though it is not a get; private set; but i guess i can make it that
but yeah you basically gotta make a Daytime instance for em (it's not a component to be clear though)
I know, I just don't know the right words :(
But okie
I assume I need to wait for update to do that then?
for it to be a private set? yeah
i'm probably updating soon, i just gotta finish some interior stuff
By the same logic could I create a ShopInfo for an item, and register whatever I want to the shop? Or is that one more complicated?
uhhh probably not
Sad but fair :(
Well can you at least make any other places I might need weights private set too? Like item scrap info, map object weights, etc.?
yeah just let me know where you need it to be
well, honestly maybe
im just gonna look a bit closer
I think ScrapInfo, Inside & Outside instances for map objects, and whatever the equivalent for dungeonFlows is (I haven't looked yet).
Very cool if so :3
@alpine mica sorry in advance but you made company globes right?
Ye
well next dawnlib update aims to improve a lot of the editor stuff in terms of creating and i cleaned up the very messy spawnweightspreset
and wihle testing someones code i noticed a missing method exception with your mod and a method in that class, so i wanted to give you a headsup lol
So the error is in the spawn weight stuff?
i switched the types from strings to a new type i made that's a lot easier and better to handle lol
I rewrote the spawn weight setting anyway so, maybe this'll be less broken
v0.4.10
- Fixed an issue where the DatePredicate would not run for the entity replacements.
- Improved the Editor UI for spawn weight related options in the different definitions, i.e. enemies, items, etc.
- Updated Editor dll for better readability in some cases.
- Improved vehicle registration, it should technically work now?
- Internally added a
TryRegisterItemToShopmethod for non DawnLib items - Internally edited some fields to be private rather than read-only.
Oh, also not really mentioned but some more interior stuff done, and I think interior registration works perfectly now with DawnLib by itself
Matty and Zaggy helped me think of a good idea for hotloading interiors so I'm likely gonna do that as one of my next steps
Yeah seems like the update breaks the Shockwave Drone π a tragedy
I shall remove it, it was nice to temporarily have it back
I'd heavily recommend against making breaking API changes if possible, such as keeping obsolete methods (you can mark them with the [Obsolete] attribute) so as few mods as possible will break from the library updating
In this case only the Drone mod and Globes used that method but yeah it does suck to lose the Drone, especially with Solid being MIA again
DawnLib is still not on full release 
I do understand that, but as we've seen here, it still caused issues
Did Solid ever give you and Rodrigo access to the files to update the drone mod? I know you guys can update SolidLib for example and SolidLib still throws Time of Day errors even though Solid said he got rid of the patches for it
What I mean is that it's fine to do breaking changes as it's not a full release, but still keeping support for deprecated stuff for a while would be a very good idea and you can completely remove support for that stuff in a later update
I'm aware
Rodrigo quit lethal modding so hes not gonna update or do anything
And I don't have time to update every mod that exists
I'll talk to solid when I see that he's free to work on something to fix it
update broke me coderebirth
had to reset the config
have to do configurations again
thank from the mountain 
Uh I didn't change anything that would've changed ur configs afaik but whoops?
Xu the dawnlib update killed my wife in an arby's parking lot
explain yourself
what ancient demons did you implement into the new code
Well I finished implementing vehicles and interiors and started work on hotloading interiors
oh god I dread making a modpack that uses CR more and more every day
wait so did it or did it not brick configs?
Im lucky I can just copy and paste what I had if it did break
Well
I pulled the lever, it stuck on waiting for clients and threw a short error related with CR and seed yadda yadda
I checked the configs for CR, and half of them were gone
Oh really? how so?
holy shit dude
Glad I have saved code from yesterday on my friends dm so I can restore them lol
I agree btw
CR is known from large amount of content and its config is as well HUMONGOUS so yeah, it feels like pain to config your stuff lol
But like I was just about to start on a CR centric modpack that rebalances and tweaks a bunch of stuff, just as a side project
Yeah... it's been really intimidating for me to get into it
but hey at least there's good configs, I suppose
I'll keep it in mind to make config backups, too, just in case
Maybe everytime dawnlib updates
Thank you for telling your story, a cautonary tale... inspiring stuff
-# Just in case
I havent run the game on the new update for dawn
so ill just export the cfg file as a copy
and if it does breack
can just grab the values from there
this sounds like stardew valley modding lol
config saving used to be not a thing
period
when updating a mod
youd need to manually remember to grab the file for each mod that updated
holy dogshit
it wasnt too bad
since configing SDV mods
isnt really that common
even if they have one
this is why I say to not take the things we have in this community for granted cuz there is SO much worse
luckily with the mod manager that exists now its fine
still can't believe modrinth's launcher is so ass compared to thunderstore's
hey hey
it can always be worse
Vortex launcher
that unholy thing
yeah that's what I mean
I meant worse than modrith haha
well duh, there's always worse
modrinth is definitely better than manual downloading
vortex literally straight up doesnt work with some mods bc of file structures
manual is easier
its the official nexus launcher
I actually like nexus overall but that launcher is horrible
so ass....
Ywah I used vortex to mod jojo ASBR and it was kinda dookie

Everything for doctor minecraft
this just sounds like the mod didnt load properly bro
it aint the configs (and if it was then you had some invalid configs that broke everything else to begin with)
Loaded up 3 times, everytime softlock
Removed CR config
Fixed β¨
idk what you edited in there that broke it, but it was smthn in there, dawnlib hasnt changed your configs in the last update
uhhh nothing? just updated the mods every morning? 
no logs no issues
True
xu-flavored
me fr
yaknow I was looking for the original version of this not the rainworld one
I havent played rainworld
found it
turns out the shop item registration rewrite i did for crafty had one thing i forgot, lobby reloads lol, pushing a hotfix for that soon
Crafty alone has the power to topple Lethal APIs!
So btw just wanted to let you know, I haven't seen enemies from Code Rebirth and Surfaced spawning at all today but I have been seeing the bear traps
So I think smth with the DawnLib update broke the enemies spawning, and idk if the recent hotfix resolved that
I haven't really touched enemies at all, check ur configs, but I'll make sure and take a look ig
Yeah I will definitely check the configs and maybe try a regen but ye it's weird lol
it'd be nice to see config options to disable things it changes about the game :3
Like?
yes I should've probably given examples π
like it being quiet in the ship is one and the moon screen yeah I'm pretty sure there's more that I can't think off but just the little things it changes
Being quiet in the ship? What?
I dont think thats dawn lol
Moon screen should be the only change right xu?
Afaik yeah
I can clip it tomorrow but it was only when dawn was enabled so I kinda just assumed
There's no reason for me to just make things quiet lmao
[Easter Egg Options]
## Whether Easter Egg is enabled.
# Setting type: Boolean
# Default value: true
Enabled = true

Lmao imagine
Lmao
Okay so Glitch also confirmed the issue was happening to him last night too, interestingly enough Dice would spawn the enemies fine it's just like they aren't being added to the spawn pool. You didn't change enemies but you did change the spawn weight stuff so smth with the default weights for the enemies prolly isn't working anymore
I imagine scraps prolly won't spawn as well, since Scraps and Enemies use the same spawn weight system
v0.4.12
- Made weight configs more user friendly to avoid unexpected issues.
hopefully this is the last time i gotta delete the interior stuff temporarily lol
Hope this will fix the CR enemies not spawning lol
they had weights for me so probably
Yeah I did check configs and the default weights weren't changed they just weren't spawning lmao
I also still have no idea why some people are having that weird issue with Terminal Formatter
I can't repro it
no idea
It do be an oddity
cus the Moons menu has never had issues for me lol
Does this do anything for me? Or just for those creating the content 
those creating content for the most part
Very well
How do I take a weight table and just find out: what is this item/enemy/dungeon's weight on experimentation like right now?
providerTable.GetFor(LethalContent.Moons[MoonKeys.Experimentation].Level)
it wouldnt be a weight table, it'd be what you'd get from building the weight table (which is the provider table)
ye
to be clear, this will give you the current weight for when you call it
which will include stuff like interior weights, weather weights etc on that item at the moment
I just fixed my mods for 4.11 will I have to do anything extra for 4.12 
nah
first part of the next update finished
@oak linden Can confirm the new update fixes the enemies not spawning I saw Horseshoot Crabs immediately upon landing on Nostalgia, that being said their networked sounds error out
report on the coderebirth github
whats the vision for hotloading
I will π I'll also forward the other report there
Report to your local news station 
Also wonderin about this actually 
honestly almost kind of implemented just not tested, but the idea is that ill register the network prefabs before letting the dungeon generate, then when leaving the moon fully the network prefabs are unregistered, then the bundle is unloaded and all references from the dungenflow in terms of assets are cleared
unity should be fine with it but obviously i gotta test
from what i've heard and looked a bit into, i can register and unregister anytime i want, i just gotta watch out about incoming clients not having matching prefabs, which should be fine if i remove em at the right time
two things
order of exeuction can't be right there, assets must be cleared before you unload bundle
The humble late join: (probably)
yeah i probably mispoke, thats what i meant
if the bundle is loaded and stuff in the bundle is being referenced if you ask the bundle to unload it will just ignore you
all references from the dungenflow in terms of assets are cleared
What does this entail?
someone late joining into the moon directly can forget about everything lmao
Lmao
Oh yeah you should prolly make it so v73 can be selected on the CR github 
Put that on the github 
Lol
i have a sort of fake dungeonflow that has no prefabs or any scripts attached to it of any kind (took a quick look at the dungeonflow in unity's inspector to see what could be referenced as a prefab etc), when i load the bundle with the real dungeonflow i copy over basically everything from that onto the dungeonflow i already had, then before unloading the bundle i just clear all the lists of prefabs etc (that i see on the inspector)
my worry is that ill miss some assets if dungeonflow or dungen itself puts them somewhere im not aware
tl;dr basic idea is copying over the real dungeonflow onto the fake one that's always loaded and contains almost nothing, clearing the fake one before unloading and um profiting idk
I have the strongest feeling this will be a hard incompat with lethaquantities btw, not that you should avoid it but some people might point it out
lethalquantities is in the dirt anyways
DawnLib's already incompatible with it iirc 
yee
lll 2.0 was already gonna kill it
stuff like cullfactory probably scoops up refs too
bongo had to make soft compat to make it work with me since we both add toml converters for animation curves lol
LethalQuanitities is pretty broken nowadays, with Lunar Config being what is actively maintained and I'm sure if Crafty needs to resolve that they will lol
i'd have to bother zaggy but honestly half of this implementation was his idea
so i'd hope he thought of his mod already lmao
this soft compat is basically just um overriding its toml with our own iirc lol
also you probably already know this but just saying cuz of your phrasing, you don't need to manually copy over values to a dungeonflow since anything deriving from UnityEngine.Object can be instansiated w/ a object for reference eg. DungeonFlow copy = DungeonFlow.Instansiate(refFromBundleFlow))
yeah i spent like 8 months doing similar
i actually didnt know that and i might do it but it'd need me to move and re-set some stuff in base lethal and dawnlib
all my standalone projects use heavy use of runtime instanced so's
my actual biggest worry though
is dungenplus
i talked to alice a tiny brief bit about it
and uhm i concluded im probably gonna cause an incompat lmao
Hmmm yeah seems plausible lol
according to them they rely on the dungeonflow asset being next to whatever it is they're using
but i essentially make a copy of the dungeonflow asset, not use it straight up
so that's where im guessing a problem would pop up
maybe a blacklist for stuff that uses it to not be hotloaded idk(just basing this idea on what little I know lol)
nah the real solution is finding a solution for it lol
I've mentioned this before but one of my biggest conclusions after my time making LLL is half measures just kill the long term
If you need to make a breaking change do it, do it smart and do it in one blow. if mods can't or won't adapt to that then unfortunately that sucks for them
i'd definitely have to bother alice some more when they're free about it
ah the way you phased it I thought it was an ineviuatble clash
a lot of LLL's weakest design decisions stems from needing to be half measures
well its definitely a problem, but im hoping i can circumvent it, and i probably can
yeah that's fair, we are unfortunately nearly 2 years into modding though so it's a bit hard, the namespaced system with how i redid configs has already brought enough pain lol
if authors are not active people can make mods that fix it for them. if their license and/or code doesn't allow that tough shit
nothing lasts forever
I can see keeping a separate bundle with like stripped down versions of network prefabs (no meshes or materials) that reference the actual assets that can be loaded/unloaded and just swap them at runtime, but it's more of a UI thing in editor to make something like that work mayhaps
Nah I think any solution that works period can work with any pre-existing built dungeon
I mean ye that'd be ideal
that requires more bundles and can be iffy, hopefully what i have works with just having the dungeonflow and everything related to that in one bundle
Something like that might make more sense when handling it logically but imo iteration time on dungeon dev is of more importance and i don't think that should be compromised
the idea is that like how moons have a separate bundle for each scene, you'd have a separate bundle for each dungeonflow+its assets
speaking of actually
have you put any thought into handling that setup with the ability to have a general bundle too?
Although actually it would need rebundling most likely though, like if there's items registered too included in the same bundle (like an Apparatus), I dunno if it's wise to unload those
no stress if you haven't LLL sure doesnt
wdym general bundle?
So lets say people like wesley and generic
they obv have a ton of moons and interiors
a lot of those share assets betweens those
ah i see what you mean
the biggest downside to hotloading is seperating those bundles means duplicating those
yeah, and honestly there's two problems with that, the biggest one is the one on the user's end
ideally authors would have the option to compose a general bundle that's loaded alongside the seperate content bundle
how is someone like generic or wesley gonna know how to bundle that AND use them without referencing them into said moon scene bundle
Or even vanilla assets too, they need not be duplicated necessarily
if that makes sense
AssetBundles have some automatic dependency stuff that makes it viable but I'm abit hazy on the specifics, I think generally they'd just need to be able to tell you which bundle(/s?) need to be loaded and unloaded before their hotbundle
i also dont think i know how i'd set aside an asset for use in a specific place, i.e. a mesh on a prefab on multiple moons without referencing said prefab in those moons' scenes
hmm
i do remember a bundle dependency thing
where some bundles can depend on one another
i think???
Yeah
yes, it's actually less of a bundle thing and more of a full unity thing but it's able to be managed and visualised in the browser
lemme boot up an old project
lethal expansion actually had this feature so shoutout Holo
that's pretty neat

the reason LE had it is he made the design choice to package assets lethal uses into a general bundle that shipped with LE
so eg. instead of everyone copying the dropship everyone can depend on the universal LE general bundle
neat idea but when LE was in dev the community was way to small to give it the energy it needs
yeah that sounds interesting, i'd be down to look into that after my next update tbh
yeah, keep in mind though in the context of hot-reloading it's not that much of an improvement
if wesley re-uses the same 8mb texture in all his projects sure thats like 8 x 40 mb which is bad but only 1-2 of those are gonna be loaded at the same time
so it's mostly for download size
fair
i've seen a few people complain about it but i guess in the grand scheme of things it's not actually that many
also rq a bit off topic, dungen stuff isn't networked in any way right? they use seeds?
so here's a before-after scenario.
a SodaCanRed item that was being collected by starlancermoons bundle has been moved to a starlancermoonsgeneral bundle
It does stem from people having to redownload the whole bundle even though Wesley only fixed something for like one moon
It uhhh
It can be inconvenient

lool
Though it's a Thunderstore thing too lol
This means for starlancermoons bundle to be able to load, starlancermoonsgeneral bundle must already be loaded
ic, that's a nice way of handling it from unity honestly
on the editor i could probably auto collect all dependent bundles as well with just the main bundle
Itβs a symptom of how scenes and resources function normally
Potentially yeah but make sure authors know what their doing here. They gotta weigh up what should be in this bundle because by nature anything in it wonβt get the benefits of hotloading
true
well i guess it still could, just would probably have to make sure its still loaded until that "set" of moon bundles that use it arent being the ones played on/routed to
lol this was the earliest point i could find to load the dungeon bundle reasonably
It was all of them he did some changes to, cus Faster Load recached all of them after that update
I mean for changelogs such as these

Ik

I just downloaded latest to look at download size 
Greedoito
@oak linden Crafty have encountered an issue?
So, LethalContent.Dungeons has frozen already, now when this code is running LethalContent.Moons just froze. At this moment I'm looping through all of the LethalContent.Dungeons and doing their .GetFor() method for the moon that I'm on. The issue, is that all modded interiors return null as their rarity, all of them, only the vanilla dungeons actually have weights for moons.
Bleh maybe I'm getting my values too early for LLL, I'll have to look at that in the morning tgen
Coolio
Much appreciated
Wait is there a DawnLib interior yet that I could test this for?
New Dawn version every two days
Well I'm making interior hotloading so stuff deffo gonna be slightly different lol
lol currently the interior hotloading almost works, two issues, one is solved by having loadstone installed (though imma solve it internally too)
this would be the other issue though
hahahahaha i can just turn off ForceSamePrefabs
i think i've got it working :p
- Turn on async generation on DungeonGenerator similar to loadstone
- Update dungeon weights on lever pull too
- Patch LLL to be okay with my invalid dungeonflows
my todo list
@granite quest hey question, since loadstone does this (presumably), is it any problem at all if i just enable asyncgeneration in the DungeonGenerator? i need it so that the IEnumerator actually acts like an IEnumerator but wasnt sure if that would break anything by itself
oh also this is in the context of interior hotloading, which i think i've gotten working nicely :p
you'll also need to set PauseBetweenRooms to 0, since it's non-zero by default in vanilla maps. MaxAsyncFrameMilliseconds is another value you might need to set. I leave that value configurable in Loadstone, since different values work better on different computers and with different user preferences. In general, higher values load faster and cause larger lag spikes, and smaller values load slower but with smother framerates
interesting, okie thanks i appreciate the help, is there any reason i cant do all these changes on a prefix of the Generate call of DungeonGenerator?
perfect then, thanks!
no problem!
oh, you might also need to add a blacklist at some point. Something about one of Wesley's interiors causes the light colors to bug out when async map gen is enabled, and neither of us have been able to figure out why
oh rq, is this generator the one on the moon scenes? i.e. if i do any changes do i gotta care about unapplying my changes?
mine applies to all generators unless they are explicitly added to the blacklist
is there anything else you might be doing? cuz i get stuck a bit into the generation process, it feels like it generates the entire interior and then just stops at the last step of opening the door and getting rid of the seed UI from the screen
works when i download loadstone which is why i feel like im missing something lol
yeah reaches here then stops after generating navmesh it seems
for now ill be using loadstone while testing but i'd like to figure out whats happening here lol
oh right! The vanilla logic doesn't wait for dungen to finish properly. If it doesn't finish in one frame, it never finishes loading
LLL also has a patch for that issue I think. I'll link my patch, just make sure not to load it if Loadstone is installed
What could potentially happen if I try to read LethalContent.Enemies before it freezes?
you'll get only dawnlib enemies
now that I have a bit more time to find it, this is the LLL version of the same patch:
https://github.com/IAmBatby/LethalLevelLoader/blob/b629d1db2256f60588e96996e9702d8c7c0b034e/LethalLevelLoader/Core/Patches/Patches.cs#L427
that patch might be a bit more readable, since it just copies the game's function and makes the modification so async generation works
@oak linden I may have forgotten your answer as to what SomeMapObj.OutsideInfo.VanillaAnimationCurve was meant to be
Would you mind telling me again :3
Also can there be something added to change the keyword to buy shop items and route to moons? Like I can do for enemy bestiary entries.
it's something i should get rid of and put inside of the SpawnWeights instead
do ignore it
i was probably just confused or stoopid when i made it
not explicitly but all it would be is changing the TerminalKeyword.word of stuff
Well if I were to set it to being an empty Animation Curve would it break things?
i mean im removing it next patch, it wasnt getting used lol
or well, it was getting misused more like it
Can there be a method to un-register something from the shop?
Or is there one that I'm missing
you should probably do this via the terminal predicates
just replacing the terminal predicate with one that's always locked + hidden
When I register an item to the shop, it doesn't update the ShopInfo of the item?
you need to give it a shopinfo first iirc




